整理代码结构,使用service
This commit is contained in:
@@ -1,5 +1,5 @@
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import {Application, RouteRecord, FrontendOrBackendSession, HandlerCallback} from "pinus";
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import {checkEvent} from '../handler/eventBattleHandler';
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import {checkEvent} from '../../../services/eventSercive';
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module.exports = function(app: Application) {
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return new Filter(app);
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@@ -1,213 +0,0 @@
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import { ActionPointModel } from '../../../db/ActionPoint';
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import { BattleDropModel } from '../../../db/BattleDrop';
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import { ExpeditionPointModel } from '../../../db/ExpeditionPoint';
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import { RoleModel } from '../../../db/Role';
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import { getWarById, getWarJsons, getGamedata } from '../../../util/gamedata';
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import { decodeStr, Reward } from '../../../util/util';
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import { ACTION_POIN, BATTLE_REWARD_TYPE, WAR_JSON_ATTRIBUTE_TYPE } from '../../../consts/consts';
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export async function getAp(now: number, roleId: string) {
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let dataAp = await ActionPointModel.getAp(roleId);
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const maxAp = ACTION_POIN.MAX; // 最大体力值
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const per = ACTION_POIN.PER; // 恢复时间(ms)
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let {ap, refTime} = dataAp;
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if(ap >= maxAp) {
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// 体力溢出不需要做时间的处理
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return { ap, maxAp, refTime: now, apRemainTime:0, isOver: true }
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} else {
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if(refTime > now) refTime = now; // refTime:每次记录时候最近的一个整的时间点,绝对不会大于now
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let n = Math.floor((now - refTime)/per); // 上次记录到现在可以增长多少体力
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ap += n; // 增加上
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if(ap >= maxAp) { // 加上后溢出了
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ap = maxAp;
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return { ap, maxAp, refTime: now, apRemainTime:0, isOver: true }
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} else {
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refTime += n * per; // 更新refTime到离现在最近的一个整的时间点
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let apRemainTime = Math.floor((refTime + per - now)/1000); // 恢复下一点需要多少时间
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return { ap, maxAp, refTime, apRemainTime, isOver: false }
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}
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}
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}
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export async function setAp(now: number, roleId: string, changeAp: number) {
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let ApResult = await getAp(now, roleId);
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let { ap, maxAp, refTime, apRemainTime, isOver } = ApResult; // 更新ap
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ap += changeAp;
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if(ap >= maxAp) { // 溢出
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refTime = now;
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apRemainTime = 0;
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}
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if(ap < 0) return null // 体力不足
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await ActionPointModel.saveAp(roleId, ap, refTime);
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if(isOver && ap < maxAp) apRemainTime = Math.floor(ACTION_POIN.PER / 1000); // 特殊处理
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return {ap, maxAp, refTime, apRemainTime}
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}
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export class WarReward {
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roleId: string;
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roleName: string;
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battleId: number;
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condition: Map<number, boolean>;
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warInfo: any;
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isSuccess: boolean;
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rewards: Array<{type: number, gid: number, count: number}>;
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constructor(roleId: string, roleName: string, battleId: number, isSuccess: boolean) {
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this.roleId = roleId;
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this.roleName = roleName;
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this.battleId = battleId;
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this.condition = new Map();
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this.warInfo = getWarById(battleId);
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this.isSuccess = isSuccess;
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}
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public setCondition(id: number, isOk: boolean) {
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this.condition.set(id, isOk);
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}
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private handleFixReward(num: number) {
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if(this.isSuccess) { // 成功了才给固定奖励
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let {fixReward = ''} = this.warInfo;
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let reward = decodeStr('fixReward', fixReward);
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for(let obj of reward) this.rewards.push({type: BATTLE_REWARD_TYPE.FIX_REWARD, ...obj, count: obj.count * num});
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}
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}
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private handleConditionReward(num: number) {
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if(this.isSuccess) {
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let {conditionReward = ''} = this.warInfo;
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let reward = decodeStr('conditionReward', conditionReward);
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for(let obj of reward) {
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if(this.condition.get(obj.condition)) {
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this.rewards.push({type: BATTLE_REWARD_TYPE.CONDITION_REWARD, ...obj, count: obj.count * num});
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}
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}
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}
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}
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private async handleRandomReward(num: number) {
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if(this.isSuccess) {
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let {RandomReward:randomReward = ''} = this.warInfo;
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let reward = decodeStr('randomReward', randomReward);
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for(let obj of reward) {
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let { gid, frequency } = obj;
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let dropHistory = await BattleDropModel.findByGid(this.roleId, this.battleId, gid);
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let { getNum = 0, allNum = 0, getSum = 0, allSum = 0 } = dropHistory;
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for(let i = 0; i < num; i ++) {
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let flag = false; // 是否可以获得
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if(allNum + 1 > frequency) {
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allNum = 0; getNum = 0;
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}
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allNum++; allSum++;
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if(getNum == 0) {
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let r = Math.random();
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if(r <= 1/frequency*allNum || (allNum >= frequency) ) {
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flag = true; // 独立概率随机
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}
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}
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if(flag) {
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getNum ++; getSum++;
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this.rewards.push({type: BATTLE_REWARD_TYPE.RANDOM_REWARD, ...obj});
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}
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}
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await BattleDropModel.updateByGid(this.roleId, this.battleId, gid, {
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getNum, allNum, getSum, allSum
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});
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}
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}
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}
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public async saveReward(num: number) {
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this.rewards = new Array();
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let warType = this.warInfo.warType;
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await this.handleFixReward(num);
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await this.handleConditionReward(num);
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await this.handleRandomReward(num);
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let rewardObject = new Reward(this.roleId, this.roleName, this.rewards);
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let returnGoods = await rewardObject.saveReward();
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return returnGoods;
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}
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}
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export async function matchPlayers(scale: number, range: number, myCe: number ,enemyObj: {enemyFrom: number, enemyId: string, enemies: Array<any> }) {
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let min = myCe * scale * (1 - range/100);
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let max = myCe * scale * (1 + range/100);
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console.log(min, max, enemyObj);
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return false
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}
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export async function matchRobots(scale: number, myCe: number, robotCe: number, warJsonIndex:any, lv: number, enemyObj: {enemyFrom: number, enemyId: string, enemies: Array<any> }) {
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let {json: dicWarJson, fileName } = getWarJsons(warJsonIndex);
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if(dicWarJson) {
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enemyObj.enemyFrom = 2;
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enemyObj.enemyId = fileName;
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let ratio = myCe / robotCe * scale; // 玩家战力/机器人初始战力*系数
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for(let enemy of dicWarJson) {
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let attribute = decodeWarJsonAttribute(enemy.attribute); // 格式:{'hp':1000, ...}
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for(let value in attribute) {
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attribute[value] *= ratio;
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attribute[value] = Math.round(attribute[value]);
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}
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enemyObj.enemies.push({...enemy, attribute, lv});
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}
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return true
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} else {
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return false
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}
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}
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export function decodeWarJsonAttribute(attribute) {
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let arr = decodeStr('attribute', attribute);
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let obj = {};
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for(let {id, value} of arr) {
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let field = WAR_JSON_ATTRIBUTE_TYPE[id];
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if(field) {
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obj[field] = value;
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}
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}
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return obj
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}
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export async function getPointRewardStatus(roleId: string) {
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let role = await RoleModel.findByRoleId(roleId);
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let {expeditionPoint = 0} = role;
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let dicExpeditionPoint = getGamedata('dic_expedition_point');
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let pointRewards = {
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expeditionPoint,
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rewards: dicExpeditionPoint.map(cur => {
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return { point: cur.point, received: false }
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})
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};
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let pointStatusInDatabase = await ExpeditionPointModel.getExpeditionPoint(roleId);
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if(pointStatusInDatabase) {
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let { rewards = [] } = pointStatusInDatabase;
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pointRewards.rewards.forEach(cur => {
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let obj = rewards.find(ccur => ccur.point == cur.point);
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if(obj) cur.received = obj.received;
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});
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}
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return pointRewards
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}
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export async function getCEScaleAndRange(roleId: string, curDicExpedition: any) {
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// 匹配,判断是不是新手期
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const role = await RoleModel.findByRoleId(roleId);
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let now = new Date();
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let today = now.setHours(0,0,0,0);
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let isNew = today - role.createdAt.getTime() <= 3*24*60*60*1000;
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let scale = isNew?curDicExpedition.CEScaleNew:curDicExpedition.CEScale;
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let range = isNew?curDicExpedition.CERangeNew:curDicExpedition.CERange;
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return {scale, range, lv: role.lv}
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}
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@@ -60,48 +60,4 @@ export class DailyBattleHandler {
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return { code: 200, data: result }
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}
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}
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// 检查每日本次数checkBattle使用
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export async function checkDaily(roleId: string, battleId: number, inc: number) {
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let dicDaily = getGamedata('dic_zyz_daily');
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let dicDailyWar = getGamedata('dic_zyz_gk_daily');
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let dailyWar = dicDailyWar.find(cur => cur.war_id == battleId);
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if(!dailyWar) return { status: -1, msg: '未找到该关卡' };
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let type = dailyWar.dailyType;
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let curDaily = dicDaily.find(cur => cur.dailyType == type);
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if(!curDaily) return { status: -1, msg: '未找到该类型' };
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let dailyRecord = await DailyRecordModel.refreshRecord(roleId, type);
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let { count } = dailyRecord;
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if(count + inc > curDaily.sum ) {
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return { status: -1, msg: '次数不足' }
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}
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return {status: 1, type, count, sum: curDaily.sum};
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}
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// 检查每日本次数warEnd和warSweep使用
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export async function checkDailyAndIncrease(roleId: string, battleId: number, inc: number, isRef: boolean) {
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let dicDaily = getGamedata('dic_zyz_daily');
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let dicDailyWar = getGamedata('dic_zyz_gk_daily');
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let dailyWar = dicDailyWar.find(cur => cur.war_id == battleId);
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if(!dailyWar) return { status: -1, msg: '未找到该关卡' };
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let type = dailyWar.dailyType;
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let curDaily = dicDaily.find(cur => cur.dailyType == type);
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if(!curDaily) return { status: -1, msg: '未找到该类型' };
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let dailyRecord;
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if(isRef) {
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dailyRecord = await DailyRecordModel.refreshRecord(roleId, type);
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} else {
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dailyRecord = await DailyRecordModel.getDailyRecordById(roleId, type);
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}
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let { count } = dailyRecord;
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if(count + inc > curDaily.sum ) {
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return { status: -1, msg: '次数不足' }
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}
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let result = await DailyRecordModel.increseDailyCount(roleId, type, inc);
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return {status: 1, type, count: result.count, sum: curDaily.sum};
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}
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@@ -1,9 +1,10 @@
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import { Application, BackendSession, FrontendOrBackendSession } from 'pinus';
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import { Application, BackendSession } from 'pinus';
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import { getGamedata } from '../../../util/gamedata';
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import { EventRecordModel } from '../../../db/EventRecord';
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import { RoleModel } from '../../../db/Role';
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import { genCode, decodeStr, decodeStrSingle, Reward } from '../../../util/util';
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import { EVENT_STATUS, EVENT_RECORD_STATUS, EVENT_TYPE } from '../../../consts/consts';
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import { checkEvent } from '../../../services/eventSercive';
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import { handleFixedReward } from '../../../services/rewardService';
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export default function(app: Application) {
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return new EventBattleHandler(app);
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@@ -53,9 +54,7 @@ export class EventBattleHandler {
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let result = await EventRecordModel.setStatusByCode(roleId, eventCode, isSuccess?EVENT_RECORD_STATUS.SUCCESS_RECEIVED:EVENT_RECORD_STATUS.FAIL_RECEIVED);
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// 保存奖励
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let rewardStr = isSuccess?curEvent.winReward:curEvent.loseReward;
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let rewards = decodeStr('fixReward', rewardStr);
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let rewardObject = new Reward(roleId, roleName, rewards);
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let goods = await rewardObject.saveReward();
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let goods = await handleFixedReward(roleId, roleName, rewardStr, 1);
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if(eventStatus == EVENT_STATUS.STARTING) { // 如果是第一次开启的挑战,保存成开启状态
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await RoleModel.setEventStatus(roleId, EVENT_STATUS.OPEN);
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// 第一场时间挑战完,开始正常刷新事件,所以刷新时间也重置起来
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@@ -74,151 +73,4 @@ export class EventBattleHandler {
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}
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}
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}
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}
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export async function setBattleStatus(app: Application, session: FrontendOrBackendSession, roleId: string, battleId: number , isSuccess: boolean, battleCode: string) {
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let now = new Date();
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let eventStatus = session.get('eventStatus');
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let refTime = eventStatus == EVENT_STATUS.OPEN? getEventTime(now): 0;
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console.log('***setBattleStatus', eventStatus, refTime)
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let { BATTLE_SUCCESS, BATTLE_FAIL } = EVENT_RECORD_STATUS;
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let result = await EventRecordModel.setBattleStatus(roleId, battleId, refTime, isSuccess?BATTLE_SUCCESS:BATTLE_FAIL, battleCode);
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await checkEvent(app, session, true);
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return result;
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}
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export function getEventTime(now: Date) {
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let curTime = Number(now);
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let todayA = now.setHours(12, 0, 0, 0); // 每天12点
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let todayB = now.setHours(18, 0, 0, 0); // 每天18点
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let yesterdayA = todayA - 86400000; // 前一天12点
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let t = 0;
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if(curTime < todayA) {
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t = yesterdayA;
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} else if (curTime >= todayA && curTime < todayB) {
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t = todayA;
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} else if (curTime >= todayB) {
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t = todayB;
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}
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return t
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}
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export async function startEvent(app: Application, session: FrontendOrBackendSession) {
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// console.log('*******setEventStatus')
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let roleId = session.get('roleId');
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let roleName = session.get('roleName');
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let channelName = roleId;
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let event = await refreshEvent(1, roleId, roleName, 0); // 刷新初始的一件
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await RoleModel.setEventStatus(roleId, EVENT_STATUS.STARTING);
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session.set('eventStatus', EVENT_STATUS.STARTING);
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session.push('eventStatus', () => {});
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pushEventMsg(app, roleId, channelName, { event }); // 推送
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}
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export async function checkEvent(app: Application, session: FrontendOrBackendSession, isForce:boolean = false) {
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try {
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let roleId = session.get('roleId');
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if(roleId) {
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let roleName = session.get('roleName');
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let channelName = roleId;
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let eventStatus = session.get('eventStatus')||EVENT_STATUS.WAITING;
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let eventTime = session.get('getEventTime')||0;
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let now = new Date();
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let t = getEventTime(now);
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let channel = app.get('channelService').getChannel(channelName, false);
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console.log('****channel', channelName, !!channel, eventTime, t, eventStatus)
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if(!!channel && (eventTime < t || isForce)) { // 第一次登陆后可以刷新了
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if (eventStatus == EVENT_STATUS.STARTING) {
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let event = await EventRecordModel.getEventRecordByTime(roleId, 0);
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pushEventMsg(app, roleId, channelName, { event }); // 推送
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session.set('getEventTime', t);
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session.push('getEventTime', () => {});
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} else if( eventStatus == EVENT_STATUS.OPEN ) {
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let event = await EventRecordModel.getEventRecordByTime(roleId, t);
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if(event.length == 0) { // 刷新
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const num = 3; // 每次刷3个
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event = await refreshEvent(num, roleId, roleName, t);
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}
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console.log(event)
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// 推送
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pushEventMsg(app, roleId, channelName, { event });
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session.set('getEventTime', t);
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session.push('getEventTime', () => {});
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}
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}
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}
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return;
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}catch(err) {
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console.log(err.stack);
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throw err
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}
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}
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async function refreshEvent(num: number, roleId: string, roleName: string, t) {
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let event = new Array();
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let dicEvent = getGamedata('dic_zyz_event');
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let role = await RoleModel.findByRoleId(roleId);
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dicEvent = dicEvent.filter(cur => { // 筛选适合等级
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let { suitLevel } = cur;
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suitLevel = decodeStrSingle('eventSuitLevel', suitLevel);
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return suitLevel.min <= role.lv && suitLevel.max >= role.lv
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});
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let historyRecord = await EventRecordModel.getHostoryEventRecord(roleId);
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let {history, turn} = historyRecord;
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let randomList = dicEvent.filter(cur => {
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return history.find(ccur => {
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return ccur.eventId != cur.eventID;
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});
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});
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console.log(JSON.stringify(randomList));
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for(let i = 0; i < num; i++) {
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if(randomList.length == 0) { // 一轮刷新过,开始新的一轮,保证所有事件都能刷新一遍
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turn ++;
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randomList = [...dicEvent];
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}
|
||||
if(randomList.length == 0) break; // 如果还是为0,pass
|
||||
|
||||
let index = Math.floor(Math.random() * randomList.length);
|
||||
let dic = randomList[index];
|
||||
let eventCode = genCode(8);
|
||||
let data = await EventRecordModel.saveEventRecord(eventCode, {
|
||||
roleId, refTime: t, eventId: dic.eventID,
|
||||
roleName, turn, type: dic.eventType, battleId: dic.warId||0, quality: dic.quality,
|
||||
status: EVENT_RECORD_STATUS.WAITING
|
||||
});
|
||||
event.push(data)
|
||||
randomList.splice(index, 1);
|
||||
}
|
||||
return event;
|
||||
}
|
||||
|
||||
function pushEventMsg(app, roleId, channelName, msg ) {
|
||||
console.log('***pushEventMsg', channelName)
|
||||
let channelService = app.get('channelService');
|
||||
|
||||
let param = { msg };
|
||||
let channel = channelService.getChannel(channelName, false);
|
||||
if(!!channel) {
|
||||
let tsid = channel.getMember(roleId)['sid'];
|
||||
|
||||
channelService.pushMessageByUids('onSpecialEvent', param, [{
|
||||
uid: roleId,
|
||||
sid: tsid
|
||||
}]);
|
||||
}
|
||||
}
|
||||
@@ -5,9 +5,12 @@ import { ExpeditionRecordModel } from '../../../db/ExpeditionRecord';
|
||||
import { ExpeditionWarRecordModel } from '../../../db/ExpeditionWarRecord';
|
||||
import { ExpeditionPointModel } from '../../../db/ExpeditionPoint';
|
||||
import { RoleModel } from '../../../db/Role';
|
||||
import { calculateSumCE, genCode, Reward, decodeStr } from '../../../util/util';
|
||||
import { matchPlayers, matchRobots, getAp, setAp, WarReward, getPointRewardStatus, getCEScaleAndRange } from './battleUtils';
|
||||
import { calculateSumCE, genCode } from '../../../util/util';
|
||||
import { matchPlayers, matchRobots, getPointRewardStatus, getCEScaleAndRange } from '../../../services/expeditionService';
|
||||
import { EXPEDITION_INCREASE_POINT } from '../../../consts/consts';
|
||||
import { WarReward } from '../../../services/warRewardService';
|
||||
import { handleFixedReward } from '../../../services/rewardService';
|
||||
import { getAp, setAp } from '../../../services/actionPointService';
|
||||
|
||||
export default function(app: Application) {
|
||||
return new ExpeditionBattleHandler(app);
|
||||
@@ -275,9 +278,7 @@ export class ExpeditionBattleHandler {
|
||||
let result = await ExpeditionWarRecordModel.updateBoxStatus(expeditionCode, expeditionId, true, curDicExpedition.reward);
|
||||
let { battleId, battleCode, battleStatus, received } = result;
|
||||
// 获取东西
|
||||
let rewards = decodeStr('fixReward', curDicExpedition.reward);
|
||||
let rewardObject = new Reward(roleId, roleName, rewards);
|
||||
let goods = await rewardObject.saveReward();
|
||||
let goods = await handleFixedReward(roleId, roleName, curDicExpedition.reward, 1);
|
||||
|
||||
return {
|
||||
code: 200,
|
||||
@@ -323,10 +324,7 @@ export class ExpeditionBattleHandler {
|
||||
// 标记状态
|
||||
await ExpeditionPointModel.updatePointStatus(roleId, point, curDicExpeditionPoint.reward);
|
||||
let pointRewards = await getPointRewardStatus(roleId);
|
||||
|
||||
let rewards = decodeStr('fixReward', curDicExpeditionPoint.reward);
|
||||
let rewardObject = new Reward(roleId, roleName, rewards);
|
||||
let goods = await rewardObject.saveReward();
|
||||
let goods = await handleFixedReward(roleId, roleName, curDicExpeditionPoint.reward, 1);
|
||||
|
||||
return {
|
||||
code: 200,
|
||||
|
||||
@@ -3,11 +3,12 @@ import { BattleRecordModel } from '../../../db/BattleRecord';
|
||||
import { BattleSweepRecordModel } from '../../../db/BattleSweepRecord';
|
||||
import { getWarById, } from '../../../util/gamedata';
|
||||
import { genCode } from '../../../util/util';
|
||||
import { getAp, setAp, WarReward } from './battleUtils';
|
||||
import { WAR_TYPE, EVENT_START_BATTLE } from '../../../consts/consts';
|
||||
import { checkDaily, checkDailyAndIncrease } from './dailyBattleHandler';
|
||||
import { setBattleStatus, startEvent } from './eventBattleHandler';
|
||||
import { checkDaily, checkDailyAndIncrease } from '../../../services/dailyBattleService';
|
||||
import { checkTowerWar, towerBattleEnd } from '../../../services/battleService';
|
||||
import { WarReward } from '../../../services/warRewardService';
|
||||
import { getAp, setAp } from '../../../services/actionPointService';
|
||||
import { setBattleStatus, startEvent } from '../../../services/eventSercive';
|
||||
|
||||
export default function(app: Application) {
|
||||
return new NormalBattleHandler(app);
|
||||
@@ -160,16 +161,8 @@ export class NormalBattleHandler {
|
||||
}
|
||||
|
||||
let warReward = new WarReward(roleId, roleName, battleId, isSuccess);
|
||||
let params = {};
|
||||
if(isSuccess) { // 挑战胜利
|
||||
params = {
|
||||
$set: {
|
||||
status: 1,
|
||||
star,
|
||||
record: { heroes }
|
||||
}
|
||||
}
|
||||
|
||||
if(isSuccess) { // 挑战胜利
|
||||
// 是否首通
|
||||
let condition1 = await BattleRecordModel.getBattleRecordByIdAndStatus(roleId, battleId, 1);
|
||||
if(!condition1) warReward.setCondition(0, true);
|
||||
@@ -178,19 +171,13 @@ export class NormalBattleHandler {
|
||||
let condition2 = await BattleRecordModel.getBattleRecordByIdAndStar(roleId, battleId, 3);
|
||||
if(!condition2) warReward.setCondition(1, true);
|
||||
}
|
||||
|
||||
} else { // 挑战失败
|
||||
params = {
|
||||
$set: {
|
||||
status: 2,
|
||||
record: { heroes }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let reward = await warReward.saveReward(1);
|
||||
|
||||
const updateResult = await BattleRecordModel.updateBattleRecordByCode(battleCode, params, true);
|
||||
const updateResult = await BattleRecordModel.updateBattleRecordByCode(battleCode, {
|
||||
$set: { status: isSuccess?1:2, star, record: { heroes } }
|
||||
}, true);
|
||||
let { status } = updateResult;
|
||||
|
||||
// 主线关卡某个关卡触发事件开启
|
||||
|
||||
45
game-server/app/services/actionPointService.ts
Normal file
45
game-server/app/services/actionPointService.ts
Normal file
@@ -0,0 +1,45 @@
|
||||
/**
|
||||
* 体力系统
|
||||
*/
|
||||
|
||||
import { ActionPointModel } from '../db/ActionPoint';
|
||||
import { ACTION_POIN } from '../consts/consts';
|
||||
|
||||
export async function getAp(now: number, roleId: string) {
|
||||
let dataAp = await ActionPointModel.getAp(roleId);
|
||||
const maxAp = ACTION_POIN.MAX; // 最大体力值
|
||||
const per = ACTION_POIN.PER; // 恢复时间(ms)
|
||||
let {ap, refTime} = dataAp;
|
||||
if(ap >= maxAp) {
|
||||
// 体力溢出不需要做时间的处理
|
||||
return { ap, maxAp, refTime: now, apRemainTime:0, isOver: true }
|
||||
} else {
|
||||
if(refTime > now) refTime = now; // refTime:每次记录时候最近的一个整的时间点,绝对不会大于now
|
||||
let n = Math.floor((now - refTime)/per); // 上次记录到现在可以增长多少体力
|
||||
ap += n; // 增加上
|
||||
if(ap >= maxAp) { // 加上后溢出了
|
||||
ap = maxAp;
|
||||
return { ap, maxAp, refTime: now, apRemainTime:0, isOver: true }
|
||||
} else {
|
||||
refTime += n * per; // 更新refTime到离现在最近的一个整的时间点
|
||||
let apRemainTime = Math.floor((refTime + per - now)/1000); // 恢复下一点需要多少时间
|
||||
|
||||
return { ap, maxAp, refTime, apRemainTime, isOver: false }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export async function setAp(now: number, roleId: string, changeAp: number) {
|
||||
let ApResult = await getAp(now, roleId);
|
||||
let { ap, maxAp, refTime, apRemainTime, isOver } = ApResult; // 更新ap
|
||||
ap += changeAp;
|
||||
if(ap >= maxAp) { // 溢出
|
||||
refTime = now;
|
||||
apRemainTime = 0;
|
||||
}
|
||||
if(ap < 0) return null // 体力不足
|
||||
await ActionPointModel.saveAp(roleId, ap, refTime);
|
||||
|
||||
if(isOver && ap < maxAp) apRemainTime = Math.floor(ACTION_POIN.PER / 1000); // 特殊处理
|
||||
return {ap, maxAp, refTime, apRemainTime}
|
||||
}
|
||||
49
game-server/app/services/dailyBattleService.ts
Normal file
49
game-server/app/services/dailyBattleService.ts
Normal file
@@ -0,0 +1,49 @@
|
||||
/**
|
||||
* 每日本相关
|
||||
*/
|
||||
|
||||
import { DailyRecordModel } from '../db/DailyRecord';
|
||||
import { getGamedata } from '../util/gamedata';
|
||||
|
||||
// 检查每日本次数checkBattle使用
|
||||
export async function checkDaily(roleId: string, battleId: number, inc: number) {
|
||||
let dicDaily = getGamedata('dic_zyz_daily');
|
||||
let dicDailyWar = getGamedata('dic_zyz_gk_daily');
|
||||
let dailyWar = dicDailyWar.find(cur => cur.war_id == battleId);
|
||||
if(!dailyWar) return { status: -1, msg: '未找到该关卡' };
|
||||
let type = dailyWar.dailyType;
|
||||
|
||||
let curDaily = dicDaily.find(cur => cur.dailyType == type);
|
||||
if(!curDaily) return { status: -1, msg: '未找到该类型' };
|
||||
let dailyRecord = await DailyRecordModel.refreshRecord(roleId, type);
|
||||
let { count } = dailyRecord;
|
||||
if(count + inc > curDaily.sum ) {
|
||||
return { status: -1, msg: '次数不足' }
|
||||
}
|
||||
return {status: 1, type, count, sum: curDaily.sum};
|
||||
}
|
||||
|
||||
// 检查每日本次数warEnd和warSweep使用
|
||||
export async function checkDailyAndIncrease(roleId: string, battleId: number, inc: number, isRef: boolean) {
|
||||
let dicDaily = getGamedata('dic_zyz_daily');
|
||||
let dicDailyWar = getGamedata('dic_zyz_gk_daily');
|
||||
let dailyWar = dicDailyWar.find(cur => cur.war_id == battleId);
|
||||
if(!dailyWar) return { status: -1, msg: '未找到该关卡' };
|
||||
let type = dailyWar.dailyType;
|
||||
|
||||
let curDaily = dicDaily.find(cur => cur.dailyType == type);
|
||||
if(!curDaily) return { status: -1, msg: '未找到该类型' };
|
||||
|
||||
let dailyRecord: any;
|
||||
if(isRef) {
|
||||
dailyRecord = await DailyRecordModel.refreshRecord(roleId, type);
|
||||
} else {
|
||||
dailyRecord = await DailyRecordModel.getDailyRecordById(roleId, type);
|
||||
}
|
||||
let { count } = dailyRecord;
|
||||
if(count + inc > curDaily.sum ) {
|
||||
return { status: -1, msg: '次数不足' }
|
||||
}
|
||||
let result = await DailyRecordModel.increseDailyCount(roleId, type, inc);
|
||||
return {status: 1, type, count: result.count, sum: curDaily.sum};
|
||||
}
|
||||
154
game-server/app/services/eventSercive.ts
Normal file
154
game-server/app/services/eventSercive.ts
Normal file
@@ -0,0 +1,154 @@
|
||||
import { Application, FrontendOrBackendSession } from 'pinus';
|
||||
import { getGamedata } from '../util/gamedata';
|
||||
import { EventRecordModel } from '../db/EventRecord';
|
||||
import { RoleModel } from '../db/Role';
|
||||
import { genCode, decodeStrSingle } from '../util/util';
|
||||
import { EVENT_STATUS, EVENT_RECORD_STATUS } from '../consts/consts';
|
||||
|
||||
|
||||
export async function setBattleStatus(app: Application, session: FrontendOrBackendSession, roleId: string, battleId: number , isSuccess: boolean, battleCode: string) {
|
||||
let now = new Date();
|
||||
let eventStatus = session.get('eventStatus');
|
||||
let refTime = eventStatus == EVENT_STATUS.OPEN? getEventTime(now): 0;
|
||||
console.log('***setBattleStatus', eventStatus, refTime)
|
||||
|
||||
|
||||
let { BATTLE_SUCCESS, BATTLE_FAIL } = EVENT_RECORD_STATUS;
|
||||
let result = await EventRecordModel.setBattleStatus(roleId, battleId, refTime, isSuccess?BATTLE_SUCCESS:BATTLE_FAIL, battleCode);
|
||||
await checkEvent(app, session, true);
|
||||
return result;
|
||||
}
|
||||
|
||||
export function getEventTime(now: Date) {
|
||||
let curTime = Number(now);
|
||||
let todayA = now.setHours(12, 0, 0, 0); // 每天12点
|
||||
let todayB = now.setHours(18, 0, 0, 0); // 每天18点
|
||||
let yesterdayA = todayA - 86400000; // 前一天12点
|
||||
let t = 0;
|
||||
if(curTime < todayA) {
|
||||
t = yesterdayA;
|
||||
} else if (curTime >= todayA && curTime < todayB) {
|
||||
t = todayA;
|
||||
} else if (curTime >= todayB) {
|
||||
t = todayB;
|
||||
}
|
||||
return t
|
||||
}
|
||||
|
||||
export async function startEvent(app: Application, session: FrontendOrBackendSession) {
|
||||
|
||||
// console.log('*******setEventStatus')
|
||||
let roleId = session.get('roleId');
|
||||
let roleName = session.get('roleName');
|
||||
let channelName = roleId;
|
||||
let event = await refreshEvent(1, roleId, roleName, 0); // 刷新初始的一件
|
||||
await RoleModel.setEventStatus(roleId, EVENT_STATUS.STARTING);
|
||||
session.set('eventStatus', EVENT_STATUS.STARTING);
|
||||
session.push('eventStatus', () => {});
|
||||
pushEventMsg(app, roleId, channelName, { event }); // 推送
|
||||
|
||||
}
|
||||
|
||||
export async function checkEvent(app: Application, session: FrontendOrBackendSession, isForce:boolean = false) {
|
||||
|
||||
try {
|
||||
|
||||
let roleId = session.get('roleId');
|
||||
if(roleId) {
|
||||
|
||||
let roleName = session.get('roleName');
|
||||
let channelName = roleId;
|
||||
let eventStatus = session.get('eventStatus')||EVENT_STATUS.WAITING;
|
||||
|
||||
let eventTime = session.get('getEventTime')||0;
|
||||
let now = new Date();
|
||||
let t = getEventTime(now);
|
||||
|
||||
|
||||
let channel = app.get('channelService').getChannel(channelName, false);
|
||||
console.log('****channel', channelName, !!channel, eventTime, t, eventStatus)
|
||||
|
||||
if(!!channel && (eventTime < t || isForce)) { // 第一次登陆后可以刷新了
|
||||
|
||||
if (eventStatus == EVENT_STATUS.STARTING) {
|
||||
let event = await EventRecordModel.getEventRecordByTime(roleId, 0);
|
||||
pushEventMsg(app, roleId, channelName, { event }); // 推送
|
||||
session.set('getEventTime', t);
|
||||
session.push('getEventTime', () => {});
|
||||
} else if( eventStatus == EVENT_STATUS.OPEN ) {
|
||||
|
||||
let event = await EventRecordModel.getEventRecordByTime(roleId, t);
|
||||
if(event.length == 0) { // 刷新
|
||||
const num = 3; // 每次刷3个
|
||||
event = await refreshEvent(num, roleId, roleName, t);
|
||||
}
|
||||
|
||||
console.log(event)
|
||||
// 推送
|
||||
pushEventMsg(app, roleId, channelName, { event });
|
||||
session.set('getEventTime', t);
|
||||
session.push('getEventTime', () => {});
|
||||
}
|
||||
}
|
||||
}
|
||||
return;
|
||||
}catch(err) {
|
||||
console.log(err.stack);
|
||||
throw err
|
||||
}
|
||||
}
|
||||
|
||||
async function refreshEvent(num: number, roleId: string, roleName: string, t) {
|
||||
let event = new Array();
|
||||
let dicEvent = getGamedata('dic_zyz_event');
|
||||
let role = await RoleModel.findByRoleId(roleId);
|
||||
dicEvent = dicEvent.filter(cur => { // 筛选适合等级
|
||||
let { suitLevel } = cur;
|
||||
suitLevel = decodeStrSingle('eventSuitLevel', suitLevel);
|
||||
return suitLevel.min <= role.lv && suitLevel.max >= role.lv
|
||||
});
|
||||
let historyRecord = await EventRecordModel.getHostoryEventRecord(roleId);
|
||||
let {history, turn} = historyRecord;
|
||||
let randomList = dicEvent.filter(cur => {
|
||||
return history.find(ccur => {
|
||||
return ccur.eventId != cur.eventID;
|
||||
});
|
||||
});
|
||||
console.log(JSON.stringify(randomList));
|
||||
|
||||
for(let i = 0; i < num; i++) {
|
||||
if(randomList.length == 0) { // 一轮刷新过,开始新的一轮,保证所有事件都能刷新一遍
|
||||
turn ++;
|
||||
randomList = [...dicEvent];
|
||||
}
|
||||
if(randomList.length == 0) break; // 如果还是为0,pass
|
||||
|
||||
let index = Math.floor(Math.random() * randomList.length);
|
||||
let dic = randomList[index];
|
||||
let eventCode = genCode(8);
|
||||
let data = await EventRecordModel.saveEventRecord(eventCode, {
|
||||
roleId, refTime: t, eventId: dic.eventID,
|
||||
roleName, turn, type: dic.eventType, battleId: dic.warId||0, quality: dic.quality,
|
||||
status: EVENT_RECORD_STATUS.WAITING
|
||||
});
|
||||
event.push(data)
|
||||
randomList.splice(index, 1);
|
||||
}
|
||||
return event;
|
||||
}
|
||||
|
||||
function pushEventMsg(app, roleId, channelName, msg ) {
|
||||
console.log('***pushEventMsg', channelName)
|
||||
let channelService = app.get('channelService');
|
||||
|
||||
let param = { msg };
|
||||
let channel = channelService.getChannel(channelName, false);
|
||||
if(!!channel) {
|
||||
let tsid = channel.getMember(roleId)['sid'];
|
||||
|
||||
channelService.pushMessageByUids('onSpecialEvent', param, [{
|
||||
uid: roleId,
|
||||
sid: tsid
|
||||
}]);
|
||||
}
|
||||
}
|
||||
88
game-server/app/services/expeditionService.ts
Normal file
88
game-server/app/services/expeditionService.ts
Normal file
@@ -0,0 +1,88 @@
|
||||
|
||||
import { ExpeditionPointModel } from '../db/ExpeditionPoint';
|
||||
import { RoleModel } from '../db/Role';
|
||||
|
||||
import { getWarJsons, getGamedata } from '../util/gamedata';
|
||||
import { decodeStr } from '../util/util';
|
||||
import { WAR_JSON_ATTRIBUTE_TYPE } from '../consts/consts';
|
||||
|
||||
|
||||
// 匹配玩家
|
||||
export async function matchPlayers(scale: number, range: number, myCe: number ,enemyObj: {enemyFrom: number, enemyId: string, enemies: Array<any> }) {
|
||||
|
||||
let min = myCe * scale * (1 - range/100);
|
||||
let max = myCe * scale * (1 + range/100);
|
||||
console.log(min, max, enemyObj);
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
// 匹配机器人
|
||||
export async function matchRobots(scale: number, myCe: number, robotCe: number, warJsonIndex:any, lv: number, enemyObj: {enemyFrom: number, enemyId: string, enemies: Array<any> }) {
|
||||
let {json: dicWarJson, fileName } = getWarJsons(warJsonIndex);
|
||||
if(dicWarJson) {
|
||||
enemyObj.enemyFrom = 2;
|
||||
enemyObj.enemyId = fileName;
|
||||
|
||||
let ratio = myCe / robotCe * scale; // 玩家战力/机器人初始战力*系数
|
||||
for(let enemy of dicWarJson) {
|
||||
let attribute = decodeWarJsonAttribute(enemy.attribute); // 格式:{'hp':1000, ...}
|
||||
for(let value in attribute) {
|
||||
attribute[value] *= ratio;
|
||||
attribute[value] = Math.round(attribute[value]);
|
||||
}
|
||||
enemyObj.enemies.push({...enemy, attribute, lv});
|
||||
}
|
||||
|
||||
return true
|
||||
} else {
|
||||
return false
|
||||
}
|
||||
}
|
||||
|
||||
// 远征匹配系数表
|
||||
export async function getCEScaleAndRange(roleId: string, curDicExpedition: any) {
|
||||
// 匹配,判断是不是新手期
|
||||
const role = await RoleModel.findByRoleId(roleId);
|
||||
let now = new Date();
|
||||
let today = now.setHours(0,0,0,0);
|
||||
let isNew = today - role.createdAt.getTime() <= 3*24*60*60*1000;
|
||||
let scale = isNew?curDicExpedition.CEScaleNew:curDicExpedition.CEScale;
|
||||
let range = isNew?curDicExpedition.CERangeNew:curDicExpedition.CERange;
|
||||
return {scale, range, lv: role.lv}
|
||||
}
|
||||
|
||||
// 远征表属性解码
|
||||
export function decodeWarJsonAttribute(attribute) {
|
||||
let arr = decodeStr('attribute', attribute);
|
||||
let obj = {};
|
||||
for(let {id, value} of arr) {
|
||||
let field = WAR_JSON_ATTRIBUTE_TYPE[id];
|
||||
if(field) {
|
||||
obj[field] = value;
|
||||
}
|
||||
}
|
||||
return obj
|
||||
}
|
||||
|
||||
// 远征累计点数获取
|
||||
export async function getPointRewardStatus(roleId: string) {
|
||||
let role = await RoleModel.findByRoleId(roleId);
|
||||
let {expeditionPoint = 0} = role;
|
||||
let dicExpeditionPoint = getGamedata('dic_expedition_point');
|
||||
let pointRewards = {
|
||||
expeditionPoint,
|
||||
rewards: dicExpeditionPoint.map(cur => {
|
||||
return { point: cur.point, received: false }
|
||||
})
|
||||
};
|
||||
let pointStatusInDatabase = await ExpeditionPointModel.getExpeditionPoint(roleId);
|
||||
if(pointStatusInDatabase) {
|
||||
let { rewards = [] } = pointStatusInDatabase;
|
||||
pointRewards.rewards.forEach(cur => {
|
||||
let obj = rewards.find(ccur => ccur.point == cur.point);
|
||||
if(obj) cur.received = obj.received;
|
||||
});
|
||||
}
|
||||
return pointRewards
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
import { BATTLE_REWARD_TYPE, GOOD_TYPE } from './../consts/consts';
|
||||
import { GOOD_TYPE } from './../consts/consts';
|
||||
import { EquipModel } from './../db/Equip';
|
||||
import { CounterModel } from './../db/Counter';
|
||||
import { decodeStr } from '../util/util';
|
||||
@@ -8,13 +8,18 @@ export async function handleFixedReward(roleId: string, roleName: string, reward
|
||||
let reward = decodeStr('fixReward', rewardStr);
|
||||
let rewards = [];
|
||||
for(let obj of reward)
|
||||
rewards.push({type: BATTLE_REWARD_TYPE.FIX_REWARD, ...obj, count: obj.count});
|
||||
rewards.push({ ...obj, count: obj.count * multi});
|
||||
const result = await handleReward(roleId, roleName, reward);
|
||||
return result;
|
||||
}
|
||||
|
||||
export async function handleReward(roleId: string, roleName: string, rewards: Array<{type: number, gid: number, count: number}>) {
|
||||
|
||||
let returnGoods = new Array();
|
||||
for(let goods of rewards) {
|
||||
let goodInfo = getGoodById(goods.gid);
|
||||
if(goodInfo.goodType == GOOD_TYPE.EQUIP) { // 装备
|
||||
let result = await rewardWeapons(roleId, roleName, goodInfo, {id: goods.gid, cnt: goods.count * multi });
|
||||
let result = await rewardWeapons(roleId, roleName, goodInfo, {id: goods.gid, cnt: goods.count });
|
||||
for(let obj of result) {
|
||||
returnGoods.push({dropType: goods.type, ...obj})
|
||||
}
|
||||
|
||||
98
game-server/app/services/warRewardService.ts
Normal file
98
game-server/app/services/warRewardService.ts
Normal file
@@ -0,0 +1,98 @@
|
||||
/**
|
||||
* 战场奖励发放 对象
|
||||
* 支持战场相关的奖励格式,目前包括fixedReward, randomReward, conditionReward
|
||||
*/
|
||||
|
||||
import { BattleDropModel } from '../db/BattleDrop';
|
||||
import { getWarById } from '../util/gamedata';
|
||||
import { decodeStr } from '../util/util';
|
||||
import { BATTLE_REWARD_TYPE } from '../consts/consts';
|
||||
import { handleReward } from './rewardService';
|
||||
|
||||
export class WarReward {
|
||||
roleId: string;
|
||||
roleName: string;
|
||||
battleId: number;
|
||||
condition: Map<number, boolean>;
|
||||
warInfo: any;
|
||||
isSuccess: boolean;
|
||||
rewards: Array<{type: number, gid: number, count: number}>;
|
||||
|
||||
constructor(roleId: string, roleName: string, battleId: number, isSuccess: boolean) {
|
||||
this.roleId = roleId;
|
||||
this.roleName = roleName;
|
||||
this.battleId = battleId;
|
||||
this.condition = new Map();
|
||||
this.warInfo = getWarById(battleId);
|
||||
this.isSuccess = isSuccess;
|
||||
}
|
||||
|
||||
public setCondition(id: number, isOk: boolean) {
|
||||
this.condition.set(id, isOk);
|
||||
}
|
||||
|
||||
private handleFixReward(num: number) {
|
||||
if(this.isSuccess) { // 成功了才给固定奖励
|
||||
let {fixReward = ''} = this.warInfo;
|
||||
let reward = decodeStr('fixReward', fixReward);
|
||||
for(let obj of reward) this.rewards.push({type: BATTLE_REWARD_TYPE.FIX_REWARD, ...obj, count: obj.count * num});
|
||||
}
|
||||
}
|
||||
private handleConditionReward(num: number) {
|
||||
if(this.isSuccess) {
|
||||
let {conditionReward = ''} = this.warInfo;
|
||||
let reward = decodeStr('conditionReward', conditionReward);
|
||||
for(let obj of reward) {
|
||||
if(this.condition.get(obj.condition)) {
|
||||
this.rewards.push({type: BATTLE_REWARD_TYPE.CONDITION_REWARD, ...obj, count: obj.count * num});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private async handleRandomReward(num: number) {
|
||||
if(this.isSuccess) {
|
||||
let {RandomReward:randomReward = ''} = this.warInfo;
|
||||
|
||||
let reward = decodeStr('randomReward', randomReward);
|
||||
for(let obj of reward) {
|
||||
let { gid, frequency } = obj;
|
||||
let dropHistory = await BattleDropModel.findByGid(this.roleId, this.battleId, gid);
|
||||
let { getNum = 0, allNum = 0, getSum = 0, allSum = 0 } = dropHistory;
|
||||
for(let i = 0; i < num; i ++) {
|
||||
let flag = false; // 是否可以获得
|
||||
if(allNum + 1 > frequency) {
|
||||
allNum = 0; getNum = 0;
|
||||
}
|
||||
allNum++; allSum++;
|
||||
if(getNum == 0) {
|
||||
let r = Math.random();
|
||||
if(r <= 1/frequency*allNum || (allNum >= frequency) ) {
|
||||
flag = true; // 独立概率随机
|
||||
}
|
||||
}
|
||||
if(flag) {
|
||||
getNum ++; getSum++;
|
||||
this.rewards.push({type: BATTLE_REWARD_TYPE.RANDOM_REWARD, ...obj});
|
||||
}
|
||||
}
|
||||
await BattleDropModel.updateByGid(this.roleId, this.battleId, gid, {
|
||||
getNum, allNum, getSum, allSum
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public async saveReward(num: number) {
|
||||
this.rewards = new Array();
|
||||
// let warType = this.warInfo.warType;
|
||||
|
||||
this.handleFixReward(num);
|
||||
this.handleConditionReward(num);
|
||||
await this.handleRandomReward(num);
|
||||
|
||||
let returnGoods = await handleReward(this.roleId, this.roleName, this.rewards);
|
||||
return returnGoods;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -68,57 +68,6 @@ const moment = require('moment');
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
// 获取物品
|
||||
export class Reward {
|
||||
roleId: string;
|
||||
roleName: string;
|
||||
rewards: Array<{type?: number, gid: number, count: number}>;
|
||||
|
||||
constructor(roleId: string, roleName: string, rewards: Array<{type?: number, gid: number, count: number}>) {
|
||||
this.roleId = roleId;
|
||||
this.roleName = roleName;
|
||||
this.rewards = rewards;
|
||||
}
|
||||
|
||||
public async saveReward() {
|
||||
|
||||
let returnGoods = new Array();
|
||||
for(let goods of this.rewards) {
|
||||
let goodInfo = getGoodById(goods.gid);
|
||||
if(goodInfo.goodType == GOOD_TYPE.EQUIP) { // 装备
|
||||
let result = await this.rewardWeapons(goodInfo, {id: goods.gid, cnt: goods.count });
|
||||
for(let obj of result) {
|
||||
returnGoods.push({dropType: goods.type, ...obj})
|
||||
}
|
||||
}
|
||||
}
|
||||
return returnGoods;
|
||||
}
|
||||
|
||||
private async rewardWeapons (dicGood: any, weapon: {id:number,cnt:number }) {
|
||||
|
||||
let weaponsData = [];
|
||||
let cnt = weapon.cnt;
|
||||
while (cnt > 0) {
|
||||
const seqId = await CounterModel.getNewCounter('eid');
|
||||
const equipInfo = {
|
||||
roleId: this.roleId,
|
||||
roleName: this.roleName,
|
||||
eid: weapon.id,
|
||||
eName: dicGood.name,
|
||||
seqId,
|
||||
quality: dicGood.lv,
|
||||
type: dicGood.goodType
|
||||
}
|
||||
const equip = await EquipModel.createEquip(equipInfo);
|
||||
cnt -= 1;
|
||||
weaponsData.push(equip);
|
||||
}
|
||||
return weaponsData;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 将 | 分隔的字符串解析为数组,如:a|b|c 解析为[a, b, c]
|
||||
* @param str 要解析的字符串
|
||||
|
||||
Reference in New Issue
Block a user